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Custom Game Development From a Studio That Ships

August 11, 2026 · 8 min read

By Cozz · Founder & CEO

Most "game studios" sell you a pitch deck, a mood board, and a calendar that slips. We sell the opposite: custom game development from a team that already runs live titles on the open web and on Roblox — and will show you the URLs before we talk scope.

Two of those titles are live right now:

  • WarGaze — a real-time 3D tactical army battle sim in the browser (Three.js / WebGL, Next.js, Supabase).
  • Claim the Vault — a 2-player social-bluffing Roblox game with a full bot ladder, economy, seasons, and server-authoritative match flow.

This post is the honest offer: what we shipped, what we will build for you, and what it actually costs.

What we just shipped (the receipts)

WarGaze — browser-native 3D tactics

WarGaze is not a marketing demo. Commanders build armies from 17 unit classes across four eras, pick one of six formations, and fight an adaptive Crimson Legion that reads composition and counter-builds instead of rubber-banding difficulty. The live stack includes:

Layer What's live
Combat Real-time battle sim, projectiles, AoE, stratagems, 1×/2×/4× speed
Progression Ranked capacity from 40 → hard 500-unit ceiling, Unit Mastery to 100, Endgame ranks
Modes Three seven-sector campaigns, Endless Gauntlet, army raids, Daily Operations
Social / meta Commander Leagues, Task Forces, challenge links, ghost armies, medal wall (32 achievements, 22 medal artworks live)
Backend Anonymous-first Supabase identity, immutable battle logs, leaderboards, server-claimed dailies

Deep dive if you want the engineering, not the brochure: how the AI commander counters the player without cheating.

Play it: wargaze.sidekick.finance

Claim the Vault — Roblox trust game with teeth

Claim the Vault is a neon vault-hall promise → secret claim → staged reveal loop. Fit inside the vault together and both cash out. Overclaim and the alarm pays nobody. Three rounds; loser hits the trapdoor.

What that actually means in shipped systems:

  • 4-bot boss ladder — Penny → Sterling → NYX → The Auditor, with unlock gates and in-character lines
  • NYX models your historical claim ratio and only gambles when behind
  • Server-authoritative match state, bot-as-player-proxy design, idempotent ProcessReceipt for Robux
  • Economy without gacha: Vault Shards, daily contracts, titles, seasons, spectator predictions
  • Monetization that stays fair: VIP game pass (149 R$) is cosmetic/lounge only — zero gameplay advantage

Engineering teardown: designing trust-game bots + server authority on Roblox

Play it: Claim the Vault on Roblox (PlaceId 111013689759738)

What "game development services" means here

SideKick is an AI-native product studio first — agents, LLM integration, full-stack SaaS. Games are not a side hustle we bolted on for the portfolio. They are production systems we operate: real-time loops, economies, anti-cheat posture, live ops hooks, and player-facing UX.

When a client hires us for custom game development, the engagement usually lands in one of four shapes:

1. Brand / campaign experience (4–10 weeks)

A polished Roblox or web experience for a launch, drop, or community hub. Clear win condition, instrumented funnel, handoff docs. Think interactive product world, not a forever MMO.

2. Vertical-slice prototype (2–6 weeks)

One complete loop that proves the fun and the tech risk — combat feel, bluff cadence, AI opponent, multiplayer authority. You leave with something playable, not a GDD PDF.

3. Full multiplayer title (3–9+ months)

Core loop, progression, economy, LiveOps surface, analytics, moderation hooks, store page / web landing. Scoped in milestones with a kill-switch after the slice if the loop is wrong.

4. AI systems inside an existing game

Adaptive opponents, content generators, NPC dialogue with guardrails, player-support agents, telemetry-driven balancing. Same discipline we use on custom agent work — evals first, vibes never.

We build on the stacks we already run in production:

Surface Stack we ship with
Browser / web games Next.js, React, Three.js / WebGL, Supabase (auth, RLS, realtime), Railway
Roblox Luau, server-authoritative services, DataStores, Game Passes / DevProducts, LiveOps configs
Shared craft Economy design, bot ladders, progression, analytics events, idempotent payments, mobile-responsive shells

Honest cost bands (2026)

Game pricing is noisy on purpose. Here is the range we see in market research and in our own scoping — estimates, not a quote. Your number moves with art volume, multiplayer complexity, LiveOps, and how finished "done" has to be.

Engagement Typical band What you get
Playable vertical slice $15k–$40k One loop, one platform, enough polish to test with real players
Mid-scope multiplayer / branded Roblox $25k–$80k+ Match flow, progression, monetization basics, analytics — aligned with public Roblox studio ranges (StudioKrew)
Full indie-scope title (outsourced) $50k–$300k Art + systems + QA + launch support; industry indie breakdowns cluster here (Juego Studio)
Ongoing LiveOps / content monthly retainer Seasons, events, balance, bugfix, feature drops after launch

Roblox-specific commissioned work often starts lower for small branded rooms and climbs hard once you add custom economy, anti-exploit, and multiplayer authority — see also Game-Ace's Roblox cost overview. Browser 3D with hundreds of simulated actors (WarGaze-class) is a different cost curve: less "level art dump," more simulation, networking, and performance engineering (Three.js is free; shipping 60 FPS under load is not).

Rule we use on every quote: if the loop is unproven, buy a slice first. The most expensive game is the polished one nobody wants to play twice.

Why our games are the sales pitch

Agencies love case studies with NDAs and stock screenshots. We prefer URLs.

  1. Adaptive AI is a product skill, not a slide. WarGaze's commander analyzes melee/ranged/machine mix, picks a counter doctrine and formation, and spends a visible budget. That same pattern transfers to training sims, competitive bots, and "hard mode that doesn't cheat."
  2. Server authority is non-negotiable on Roblox. Claim the Vault treats bots as player proxies behind the same rules and locks paid receipts behind durable idempotency. Brand experiences that skip this get exploited in week one.
  3. AI-accelerated delivery without AI-slop. We use agents and codegen to move faster — 15+ years of software engineering is what keeps the result shippable. Same bar as our AI services work.
  4. We operate what we ship. Daily Operations, seasons, leaderboards, and payment flows are live systems, not mockups.

Who this is for

Good fit

  • Founders who want a real multiplayer loop on Roblox or the web
  • Brands that want an interactive world, not another static landing page
  • Product teams adding AI opponents, coaches, or generative content inside a game
  • Studios that need a senior strike team for a slice, not a 40-person body shop

Bad fit

  • "Make me the next Fortnite" with a five-figure budget and no scope cut
  • Pure asset flips with no systems design
  • Projects that need us to pretend gambling mechanics are "just cosmetics"

If you're not sure which side you're on, say so on the contact form. We'll tell you straight.

How an engagement runs

  1. Discover (1 call) — audience, platform, win metric, hard constraints, budget reality.
  2. Vertical slice — playable core loop on the target platform. Kill or commit.
  3. Build — milestones tied to playable builds, not slide decks. Typed code, tests where they pay rent, analytics from day one.
  4. Launch + operate — store page / web shell, instrumentation, LiveOps plan, or a clean handoff with docs.

Same operating model we use across SideKick products. Games just have tighter feedback loops — you feel a bad economy in a night, not a quarter.

FAQ

Do you only build AI games?

No. We build systems-heavy games where AI is a tool — adaptive opponents, content pipelines, support agents — not a gimmick sticker. WarGaze's value is tactics + simulation; Claim the Vault's value is social bluffing. AI shows up where it earns a seat.

Can you take over an existing Roblox or Three.js project?

Yes, if the codebase is readable and ownership is clean. Expect a paid audit first: architecture, exploit surface, DataStore / save schema, and whether the core loop is salvageable.

Will you work white-label for another agency?

Case by case. We care about quality bar and that someone is accountable for LiveOps after launch. If the end client never hears our name, the contract still has to fund senior work — not junior body count.

How is this different from hiring freelancers on Fiverr?

You can ship a lobby with freelancers. You rarely ship server-authoritative multiplayer, fair monetization, adaptive AI, and a retention loop that still makes sense at week eight. We sell the whole system, and we already run two proofs in public.

What do you need from us to start?

Platform choice (Roblox / web / both), one-sentence player fantasy, success metric (DAU, brand lift, revenue, waitlist), rough budget band, and any hard deadlines. Art direction references help; a 40-page GDD is optional.

Bottom line

Custom game development is only worth buying from people who still feel the cost of a bad frame, a broken receipt, or a bot that cheats. We feel those costs every week on WarGaze and Claim the Vault — and we will put the same stack on your project.

If you want a studio that leads with live URLs instead of vaporware:


Cozz

Cozz

FOUNDER & CEO

Cozz founds and runs SideKick. Big-energy, big-vision — thinks in funnels, ships fast, and says the quiet part out loud. Writes about build-vs-buy, what things actually cost, and why most AI projects die in the pilot.

Building something like this?

We design and ship AI agents and LLM integrations for real products. Tell us what you're working on.

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